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	<title>Topology - DIGITAL PRODUCTION</title>
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		<title>Neat LimbKit gives Blender a hand, literally</title>
		<link>https://digitalproduction.com/2026/03/12/neat-limbkit-gives-blender-a-hand-literally/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 12 Mar 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[arx anima]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[geometry nodes]]></category>
		<category><![CDATA[Gumroad]]></category>
		<category><![CDATA[Jörg Grubmüller]]></category>
		<category><![CDATA[LimbKit]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[procedural feet]]></category>
		<category><![CDATA[procedural hands]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[Topology]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=259139</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-03-03-15-limbkit-free-blender-procedural-limbs-creator.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A 3D model of a human hand displayed in Blender software, showing detailed finger shapes and skin texture. On the right, settings for the model, including options for modifiers and UV mapping settings, are visible." /></div><div><p>LimbKit is a free Blender 4.5+ Geometry Nodes tool for quickly blocking hands, feet, and some creature variants via adjustable procedural controls.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/12/neat-limbkit-gives-blender-a-hand-literally/">Neat LimbKit gives Blender a hand, literally</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-03-03-15-limbkit-free-blender-procedural-limbs-creator.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A 3D model of a human hand displayed in Blender software, showing detailed finger shapes and skin texture. On the right, settings for the model, including options for modifiers and UV mapping settings, are visible." /></div><div><p class="wp-block-paragraph">3D artist and motion designer <a href="https://www.artstation.com/joergsla" title="">Jörg Grubmüller</a> has released <a href="https://joergsla.gumroad.com/l/limbkit" title="">LimbKit</a>, a procedural tool for generating 3D hands and feet in <a href="https://www.blender.org">Blender</a>. It is described as Geometry Nodes-based and intended to help artists block out hands and feet quickly, including paw-like variants for creatures, with an emphasis on stylised work.</p>
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<p class="wp-block-paragraph">The core idea is simple: instead of sculpting extremities from scratch, the workflow centres on placing readymade fingers and toes onto a palm or base mesh, then generating a merged result that can be adjusted via controls for finger length, spacing, orientation, and overall shape. The promise is not “perfect hands”, but “hands that exist”, which is often the bigger scheduling problem. LimbKit includes realistically proportioned base models for hands and feet that can be refined manually, even if the tool’s stated sweet spot is stylised characters for illustration or animation.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/MB1c2C26H1A?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="what-it-does-and-what-it-does-not-claim" class="wp-block-heading">What it does, and what it does not claim</h3>



<p class="wp-block-paragraph">LimbKit’s stated function is procedural generation and adjustment of hands and feet inside <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blneder </a>using Geometry Nodes, with the output merged into a single mesh that you can further tweak via parameters. That positions it as a fast starting point for modelling and lookdev, particularly when you need to iterate on silhouette and proportions without burning hours on knuckles.</p>



<p class="wp-block-paragraph">There are no stated guarantees in the provided sources about rigging readiness, deformation behaviour, UV layout, subdivision performance, or downstream interchange. If you need clean edge loops that match a house rig, consistent joint placement, or predictable deformation under extreme poses, you still have to test the generated meshes and decide whether LimbKit is a blocker, a base, or a throwaway placeholder.</p>



<p class="wp-block-paragraph">Grubmüller’s background is leaning towards cartoon-style character work, including prior work as a Senior 3D Character Modeler at animation and VFX studio <a href="https://arxanima.com">arx anima</a>. That does not limit what the tool can be used for, but it does explain why the initial framing is stylisation-first: it is aimed at readable shapes and fast iteration, not forensic anatomy.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-01-24-15-limbkit-free-blender-procedural-limbs-creator.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-01-24-15-limbkit-free-blender-procedural-limbs-creator.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D modeling workspace in Blender displaying a gray hand model in the center. To the left, a panel lists other hand variations. The interface features various tools and options typical of 3D design software."  class="wp-image-259141" ></a></figure>



<h3 id="download-and-library-workflow" class="wp-block-heading">Download and library workflow</h3>



<p class="wp-block-paragraph">LimbKit is  a free download hosted on <a href="https://joergsla.gumroad.com/l/limbkit" title="">Gumroad</a> and is stated to be compatible with <a href="https://www.blender.org">Blender</a> 4.5+. The available walkthrough information describes a “pay what you want” style flow where entering a zero value enables a free download, followed by an email-based download step.</p>



<p class="wp-block-paragraph">Setting it up as an asset library is done by pointing Blender’s Preferences File Paths to a folder containing LimbKit assets, switching an import method setting from “pack” to “appended”, then accessing the assets from the Asset Browser drop-down. From there, the described interaction is drag-and-drop: pull hand and foot assets into the scene and start adjusting parameters.</p>



<h3 id="controls-gizmos-and-the-procedural-bits" class="wp-block-heading">Controls, gizmos, and the “procedural bits”</h3>



<p class="wp-block-paragraph">The supplied walkthrough description goes further into how LimbKit presents itself once assets are in the scene. It describes procedural controls in the modifier stack, including a primary control labelled “Digim Master” and scaling tools for global and per-finger adjustment. It also describes an optional gizmo-based control mode that allows moving individual finger elements forward or backwards.</p>



<p class="wp-block-paragraph">Additional controls include adjustable bending styles and colour parameters that apply across the assets, including separate options for stylised variants that can alter finger length and pointiness. The walkthrough also mentions parameters described as controlling the bend tip and the bend centre.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-02-12-15-limbkit-free-blender-procedural-limbs-creator.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/mb1c2c26h1a-00-02-12-15-limbkit-free-blender-procedural-limbs-creator.png?resize=1200%2C675&quality=72&ssl=1"  alt="A 3D model of a hand in Blender software, showcasing a skeletal rig with control points highlighted in red and blue. The settings panel on the right displays options for adjusting rig parameters."  class="wp-image-259142" ></a></figure>



<h3 id="practical-pipeline-fit" class="wp-block-heading">Practical pipeline fit</h3>



<p class="wp-block-paragraph">LimbKit sits comfortably in the rough modelling stage when the goal is speed and iteration: building a hand silhouette that reads, matching proportions across a character set, or getting something into layout, previs, or a stylised render without dedicating half a day to digits. The workflow can be useful for motion designers and generalists who are allergic to sculpting but still need convincing extremities on screen.</p>



<p class="wp-block-paragraph">What it should not be assumed to replace is the careful part: production topology, deformation testing, UV standards, and the inevitable “why does the thumb do that” notes once animation starts. LimbKit looks like a practical way to get to a first pass quickly. Whether it becomes your base mesh generator or your temporary placeholder depends entirely on your worlflow and your tolerance for procedural geometry in hero assets.</p>



<p class="wp-block-paragraph">Fact check reminder: New tools and innovations should be tested before use in production.</p>



<p class="wp-block-paragraph"><br /><a href="https://joergsla.gumroad.com/l/limbkit?utm_source=chatgpt.com">https://joergsla.gumroad.com/l/limbkit</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/12/neat-limbkit-gives-blender-a-hand-literally/">Neat LimbKit gives Blender a hand, literally</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D model of a human hand displayed in Blender software, showing detailed finger shapes and skin texture. On the right, settings for the model, including options for modifiers and UV mapping settings, are visible.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">259139</post-id>	</item>
		<item>
		<title>Quad Wrap offers quad-first retopology, no magic wand</title>
		<link>https://digitalproduction.com/2026/02/12/quad-wrap-offers-quad-first-retopology-no-magic-wand/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 12 Feb 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[FlippedNormals]]></category>
		<category><![CDATA[Meshes]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[quad retopology]]></category>
		<category><![CDATA[Quad Wrap]]></category>
		<category><![CDATA[quads]]></category>
		<category><![CDATA[retopology tool]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[VFX modelling]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=248553</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/69737f18b5129.gif?fit=1078%2C701&ssl=1" width="1078" height="701" title="" alt="" /></div><div><p>FlippedNormals releases Quad Wrap, a Blender retopology tool focused on manual quad layout and mesh wrapping.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/12/quad-wrap-offers-quad-first-retopology-no-magic-wand/">Quad Wrap offers quad-first retopology, no magic wand</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/69737f18b5129.gif?fit=1078%2C701&ssl=1" width="1078" height="701" title="" alt="" /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://flippednormals.com/product/quad-wrap-retopology-tool-67984" title="">Quad Wrap</a> is a manual retopology add-on for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>from <a href="https://albertofx.wixsite.com" title="">AFX Lab</a>, designed for artists who prefer explicit quad control over automation and already distrust magic buttons.</em></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:13338,&quot;href&quot;:&quot;https:\/\/flippednormals.com\/product\/quad-wrap-retopology-tool-67984&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260211090128\/https:\/\/flippednormals.com\/product\/quad-wrap-retopology-tool-67984&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-12 09:25:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 16:02:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-18 19:47:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-22 18:24:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 14:37:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 07:41:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-09 03:31:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-12 16:45:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-15 18:25:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-21 09:15:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-24 15:17:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 23:25:32&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 01:02:33&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 16:47:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 16:14:55&quot;,&quot;http_code&quot;:404}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 16:14:55&quot;,&quot;http_code&quot;:404},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13339,&quot;href&quot;:&quot;https:\/\/albertofx.wixsite.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13340,&quot;href&quot;:&quot;https:\/\/flippednormals.com&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260117174203\/https:\/\/flippednormals.com\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-11 09:00:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-14 13:03:11&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-17 19:17:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-21 04:15:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-27 14:37:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 07:41:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-09 03:31:17&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-12 16:45:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-15 18:25:12&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-20 08:03:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-23 11:07:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-26 13:59:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-29 18:20:20&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 05:15:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-06 12:30:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 01:02:33&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 16:47:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 19:14:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-22 02:24:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-28 22:53:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-05 06:18:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-14 15:13:06&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-14 15:13:06&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="what-was-released" class="wp-block-heading">What was released</h3>



<p class="wp-block-paragraph"><a href="https://albertofx.wixsite.com" title="">AFX Lab </a>on <a href="https://flippednormals.com" title="">FlippedNormals </a>has released Quad Wrap, a new retopology tool designed to help artists rebuild meshes using manually placed quads. The tool is presented as a Blender add-on and focuses on direct user control rather than automated topology generation. According to the vendor, Quad Wrap allows artists to wrap clean quad geometry over existing meshes, targeting use cases such as character modelling, hard-surface cleanup, and asset preparation for animation or realtime use. The product is distributed through the FlippedNormals online store and is positioned as a utility rather than a procedural or AI-assisted solution. No claims are made regarding speed improvements, automation, or one-click results.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="577"  height="532"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/2430714.webp?resize=577%2C532&quality=72&ssl=1"  alt="https://res.cloudinary.com/dvjytl1np/image/upload/f_webp,c_limit,w_2560,h_2560,q_72/migrated/2430714"  class="wp-image-250395" ></figure>



<h3 id="how-quad-wrap-works" class="wp-block-heading">How Quad Wrap works</h3>



<p class="wp-block-paragraph">Based on the available documentation, Quad Wrap provides tools to manually draw and place quad strips directly on top of a reference mesh. The workflow relies on the artist defining edge flow and surface coverage explicitly. </p>



<h3 id="host-application-and-compatibility" class="wp-block-heading">Host application and compatibility</h3>



<p class="wp-block-paragraph">Quad Wrap is developed specifically for Blender and is delivered as an addon installed through Blender’s standard extension mechanism. The vendor does not list support for other DCC applications, nor does it mention any cross-platform compatibility beyond Blender. Version requirements for Blender are not clearly stated on the product page at the time of writing. Not independently verified at press time.</p>



<p class="wp-block-paragraph">No information is provided regarding compatibility with Blender Geometry Nodes, modifiers, or sculpt mode workflows. Pipeline integration details, including support for scripted automation or studio deployment, are not documented.</p>



<h3 id="intended-users" class="wp-block-heading">Intended users</h3>



<p class="wp-block-paragraph">The tool is aimed at artists who prefer manual retopology and want explicit control over quad layout. This includes character artists, modellers working on deformation-critical assets, and VFX artists preparing meshes for downstream rigging or simulation.</p>



<p class="wp-block-paragraph">There are no claims that Quad Wrap reduces skill requirements or eliminates the need for topology knowledge. The messaging consistently frames the addon as an assistive tool rather than a replacement for established modelling practices.</p>



<h3 id="pricing-and-availability" class="wp-block-heading">Pricing and availability</h3>



<p class="wp-block-paragraph">Quad Wrap is available for purchase directly from the FlippedNormals website. At the time of writing, the listed price is USD 19. The vendor does not specify licensing terms beyond standard store policies. Information about updates, maintenance, or long-term support is not detailed. Not independently verified at press time.</p>



<h3 id="documentation-and-learning-material" class="wp-block-heading">Documentation and learning material</h3>



<p class="wp-block-paragraph">The FlippedNormals product page includes a short description and preview media. No full user manual, technical reference, or detailed workflow breakdown is linked. Artists evaluating Quad Wrap are advised to review any available demos and test the addon against their own production requirements. </p>



<p class="wp-block-paragraph"><br />FlippedNormals Quad Wrap product page<br /><a href="https://flippednormals.com/product/quad-wrap-retopology-tool-67984">https://flippednormals.com/product/quad-wrap-retopology-tool-67984</a></p><p>The post <a href="https://digitalproduction.com/2026/02/12/quad-wrap-offers-quad-first-retopology-no-magic-wand/">Quad Wrap offers quad-first retopology, no magic wand</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
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<post-id xmlns="com-wordpress:feed-additions:1">248553</post-id>	</item>
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		<title>Kangaroo Builder learns to move faces between meshes</title>
		<link>https://digitalproduction.com/2026/02/12/kangaroo-builder-learns-to-move-faces-between-meshes/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 12 Feb 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[Autodesk Maya]]></category>
		<category><![CDATA[character rigging]]></category>
		<category><![CDATA[Characters]]></category>
		<category><![CDATA[facial blendshapes]]></category>
		<category><![CDATA[Kangaroo Builder]]></category>
		<category><![CDATA[Landmark Warp]]></category>
		<category><![CDATA[Maya rigging]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[subscribers]]></category>
		<category><![CDATA[Thomas Bittner]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[topology transfer]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=251964</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/face_threeheads.jpg?fit=1200%2C637&quality=80&ssl=1" width="1200" height="637" title="" alt="A 3D model rendering of three dog heads, resembling a sculpted pit bull, positioned side by side. The model features a gray surface and is overlaid with multicolored wireframe diagrams, indicating animation rigging and structure." /></div><div><p>Kangaroo Builder for Maya adds Landmark Warp, a topology transfer tool aimed at moving blendshapes between meshes without matching topology.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/12/kangaroo-builder-learns-to-move-faces-between-meshes/">Kangaroo Builder learns to move faces between meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/face_threeheads.jpg?fit=1200%2C637&quality=80&ssl=1" width="1200" height="637" title="" alt="A 3D model rendering of three dog heads, resembling a sculpted pit bull, positioned side by side. The model features a gray surface and is overlaid with multicolored wireframe diagrams, indicating animation rigging and structure." /></div><div><p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://kangaroobuilder.com/?utm_source=digitalproduction.com&utm_medium=news" title="">Kangaroo Builder</a> is a character rigging toolkit for <a href="https://www.autodesk.com/products/maya/overview/?utm_source=digitalproduction.com&utm_medium=news" title="">Autodesk Maya </a>used to build body and facial rigs, manage skinning and author blendshapes. It sits squarely in character TD land and complements Maya’s rigging tools without pretending to replace them. It is developed by Thomas Bittner and integrates directly into Maya-based pipelines. </em></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:13345,&quot;href&quot;:&quot;https:\/\/kangaroobuilder.com\/?utm_source=digitalproduction.com\u0026utm_medium=news&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13346,&quot;href&quot;:&quot;https:\/\/www.autodesk.com\/products\/maya\/overview\/?utm_source=digitalproduction.com\u0026utm_medium=news&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.autodesk.com\/products\/maya\/overview?utm_source=digitalproduction.com&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13347,&quot;href&quot;:&quot;https:\/\/kangaroobuilder.com\/landmarkWarp&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260212061645\/https:\/\/kangaroobuilder.com\/landmarkWarp\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/kangaroobuilder.com\/landmarkWarp\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-02-12 15:39:41&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-20 13:03:30&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-02-26 01:31:11&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-03-02 07:55:25&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-08 05:13:44&quot;,&quot;http_code&quot;:206},{&quot;date&quot;:&quot;2026-04-14 05:49:00&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-14 05:49:00&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13348,&quot;href&quot;:&quot;https:\/\/kangaroobuilder.com\/?utm_source=digitalproduction.com\u0026utm_medium=news.&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]"></span>


<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="916"  height="1050"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/builder_buildall.gif?resize=916%2C1050&ssl=1"  alt="https://kangaroobuilder.com/images/builder_buildAll.gif"  class="wp-image-252100" ></figure>



<p class="wp-block-paragraph"></p>



<h3 id="a-familiar-problem-now-inside-the-rig" class="wp-block-heading">A familiar problem, now inside the rig</h3>



<p class="wp-block-paragraph">Transferring facial blendshapes between meshes with different topologies remains one of the more time-consuming and error-prone tasks in character production. It usually appears late in the process, just when schedules are already tight. Artists either rebuild shapes by hand, rely on wrap-based deformation tools, or accept compromises in deformation quality. Kangaroo Builder’s latest update introduces a feature explicitly designed to address this gap from inside the rigging toolset itself.</p>



<p class="wp-block-paragraph">Kangaroo Builder now includes a new topology transfer workflow called “Landmark Warp”. The tool is included in version 5.19 and later and is designed to warp one mesh onto another using user-defined landmarks, even when the two meshes have different vertex counts and edge flow. This is not a general retopology solution, nor is it presented as one.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1012"  height="1429"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/landmarkwarp_dogandhorse.jpg?resize=1012%2C1429&quality=80&ssl=1"  alt="https://kangaroobuilder.com/images/landmarkWarp_dogAndHorse.jpg"  class="wp-image-252097" ></figure>



<h3 id="what-landmark-warp-actually-does" class="wp-block-heading">What Landmark Warp actually does</h3>



<p class="wp-block-paragraph">Landmark Warp works by letting users place corresponding markers on a source mesh and a target mesh. These markers define spatial relationships rather than relying on shared topology. Once enough landmarks are placed, the system computes a deformation that warps the source mesh to match the target mesh’s overall shape. The warped result can then be used to transfer existing facial blendshapes via Kangaroo Builder’s Shape Editor.</p>



<p class="wp-block-paragraph">The key point is that this process operates on shape deformation rather than topology matching. The meshes do not need identical structure, only a reasonably comparable form. This makes the tool applicable to character variants, cleaned-up scan data, or iterative design changes where topology has drifted but proportions remain recognisable.</p>



<p class="wp-block-paragraph">The developer notes that Landmark Warp relies on SciPy, a Python scientific computing library, which must be installed and accessible in Maya’s Python environment. This dependency is documented but may be overlooked in locked-down studio setups, which is worth flagging early in any evaluation.</p>



<h3 id="intended-use-and-what-it-is-not" class="wp-block-heading">Intended use, and what it is not</h3>



<p class="wp-block-paragraph">Nobody would describe <a href="https://kangaroobuilder.com/landmarkWarp/" title="">Landmark Warp</a> as a fully automatic solution. The quality of the result depends heavily on landmark placement and mesh preparation. Internal geometry such as teeth, tongues, or inner mouth surfaces can interfere with the warp unless managed carefully. This is stated explicitly in the documentation.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="1129"  height="841"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/landmarkwarp_innermouthissue.jpg?resize=1129%2C841&quality=80&ssl=1"  alt="https://kangaroobuilder.com/images/landmarkWarp_innermouthissue.jpg"  class="wp-image-252099" ></figure>



<p class="wp-block-paragraph">It is also not intended to replace dedicated wrap deformers or offline retargeting tools. Instead, the value proposition is convenience and context. Landmark Warp lives inside the same environment used to build and edit the rig. For many teams, that maybe matters more than absolute automation.</p>



<h3 id="why-this-matters-in-production" class="wp-block-heading">Why this matters in production</h3>



<p class="wp-block-paragraph">Topology drift is a fact of life in character production. Directors ask for changes. Scans get cleaned. Game and film assets diverge. Facial rigs, however, tend to be built once and guarded carefully. Any tool that reduces the cost of reusing that work deserves attention.</p>



<p class="wp-block-paragraph">By embedding topology transfer directly into a rigging toolkit, Kangaroo is addressing a real and persistent problem. The approach is conservative rather than flashy. It assumes skilled users, manual setup, and informed judgement. That will suit experienced character TDs more than newcomers, which aligns with the tool’s existing audience.</p>



<p class="wp-block-paragraph">It also reflects a broader trend of rigging tools absorbing tasks that used to live in separate utilities. Whether this is desirable depends on pipeline philosophy, but it does reduce context switching, which is often where errors creep in.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="763"  height="757"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/landmarkwarp_selectinnermouth.jpg?resize=763%2C757&quality=80&ssl=1"  alt="https://kangaroobuilder.com/images/landmarkWarp_selectInnermouth.jpg"  class="wp-image-252098" ></figure>



<h3 id="compatibility-and-licensing" class="wp-block-heading">Compatibility and licensing</h3>



<p class="wp-block-paragraph">Kangaroo Builder runs on Autodesk Maya. At the time of writing, version 5.19 supports Maya 2023 and later on Windows and macOS, and Maya 2024 and later on Linux. Landmark Warp is included in the standard distribution and does not require a separate licence.</p>



<p class="wp-block-paragraph">Licensing remains unchanged. Kangaroo Builder is free for non-commercial use, including students and personal projects. Commercial licences are available for indie users and studios. Pricing is published on the official website and may change, so readers should <a href="https://kangaroobuilder.com/?utm_source=digitalproduction.com&utm_medium=news.">check the current terms directl</a>.</p>



<p class="wp-block-paragraph">At the time of writing, these are the prices:  (Copied from the site) </p>



<p class="wp-block-paragraph"><strong>Indy Perpetual</strong> – 220 USD<br />For freelancers making less than 85k USD per year in revenue</p>



<p class="wp-block-paragraph"><strong>Single Perpetual</strong> – 400 USD<br />Recommended for or small studios with only one rigger</p>



<p class="wp-block-paragraph"><strong>3 Seats Perpetual</strong> – 1000 USD<br />Recommended for small studios</p>



<p class="wp-block-paragraph"><strong>6 Seats Perpetual</strong> – 1800 USD</p>



<p class="wp-block-paragraph"><strong>Unlimited Seats Perpetual</strong> – 4000 USD</p>



<h3 id="what-is-still-unclear" class="wp-block-heading">What is still unclear</h3>



<p class="wp-block-paragraph">No public information is available on how Landmark Warp behaves on extreme topology differences or highly stylised characters. There is also no data on performance with dense meshes or very large blendshape libraries. These gaps do not invalidate the feature, but they do mean that due diligence is required before deployment.</p>



<p class="wp-block-paragraph">As with any rigging or deformation tool, results will depend on mesh quality, landmark placement, and user expertise. Early adopters should expect iteration, not miracles. Anyone hoping for a one-click solution will be dissapointed. s always, new tools and workflow changes should be tested thoroughly on representative assets before being introduced into active production.</p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/02/12/kangaroo-builder-learns-to-move-faces-between-meshes/">Kangaroo Builder learns to move faces between meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A 3D model rendering of three dog heads, resembling a sculpted pit bull, positioned side by side. The model features a gray surface and is overlaid with multicolored wireframe diagrams, indicating animation rigging and structure.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">251964</post-id>	</item>
		<item>
		<title>CardCutter turns texture into Nanite meshes</title>
		<link>https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 16 Jan 2026 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D mesh]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[CardCutter]]></category>
		<category><![CDATA[decal]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[foliage]]></category>
		<category><![CDATA[game asset]]></category>
		<category><![CDATA[Geometry]]></category>
		<category><![CDATA[Nanite]]></category>
		<category><![CDATA[production pipeline]]></category>
		<category><![CDATA[realtime graphics]]></category>
		<category><![CDATA[The Triangle Forge]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[UE5]]></category>
		<category><![CDATA[Unreal]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=246234</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/cardcutterbanner.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors." /></div><div><p>CardCutter for Blender 4.0+ generates Nanite-optimised meshes from texture masks for Unreal Engine foliage and decal pipelines.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/">CardCutter turns texture into Nanite meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/cardcutterbanner.webp?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors." /></div><div><p class="wp-block-paragraph">The new <a href="https://ttfphilipp.gumroad.com/l/CardCutter" title="">CardCutter</a> add-on for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> converts texture masks into usable 3D geometry for Nanite-based projects in <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal Engine 5</a>. Created by developer <a href="https://thetriangleforge.de/" title="">Philipp Russo,</a> the tool simplifies building game-ready foliage and decals by generating optimised meshes directly from source textures.</p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:12782,&quot;href&quot;:&quot;https:\/\/ttfphilipp.gumroad.com\/l\/CardCutter&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260113095640\/https:\/\/ttfphilipp.gumroad.com\/l\/CardCutter&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-16 06:01:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:20:38&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 19:45:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-29 16:33:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 13:49:46&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 10:52:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 17:49:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-16 09:39:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 14:39:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-24 07:41:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-01 06:49:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-06 17:09:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-12 08:57:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 22:46:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-03 06:43:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 03:33:16&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 12:09:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 09:22:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 07:14:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 19:22:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-04 09:41:06&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-08 13:26:11&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-08 13:26:11&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:12783,&quot;href&quot;:&quot;https:\/\/thetriangleforge.de&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260113095650\/https:\/\/thetriangleforge.de\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-16 06:01:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 09:20:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-23 19:45:23&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-29 16:33:49&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-02 13:49:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 10:52:23&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-10 17:49:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-16 09:39:46&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-19 14:39:59&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-24 07:41:44&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-01 06:49:01&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-06 17:09:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-12 08:57:34&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-16 22:46:56&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-03 06:43:39&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-07 03:33:17&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-10 12:09:41&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-16 09:22:32&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-20 07:14:59&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-29 19:22:09&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-04 09:41:06&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-05-08 13:26:11&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-08 13:26:11&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;}]"></span>


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<p class="wp-block-paragraph">CardCutter operates as a geometry generation tool that converts 2D texture data, either alpha-masked colour images or greyscale masks, into fully triangulated 3D meshes suitable for Nanite rendering. The add-on functions within Blender’s Python API and supports Blender 4.0 or higher. According to the developer, the geometry output is designed to conform to Nanite’s mesh constraints, favouring dense, evenly distributed triangles over traditional quad-based topologies.</p>



<p class="wp-block-paragraph">Each processed mask is interpreted as a binary image, with the alpha threshold defining the polygon contour. The tool applies an internal vectorisation step to trace the boundary of the visible region, followed by a polygon simplification algorithm to remove redundant vertices. It then uses a relaxation solver to re-distribute triangle density uniformly across the surface, creating stable topology for Nanite’s internal micro-polygon clustering.</p>



<h3 id="automatic-atlas-splitting" class="wp-block-heading">Automatic atlas splitting</h3>



<p class="wp-block-paragraph">When the user provides a texture atlas (for example, a leaf sheet), CardCutter automatically detects discrete masked regions using connected-component labelling. Each detected region becomes a separate mesh object in Blender’s scene graph. This removes the need for manual cutting or polygon mask painting, which is typically required in foliage production. Each region retains its local UV coordinates, preserving the original texture mapping from the atlas. The output meshes can be exported directly as FBX or glTF, maintaining UV alignment and pivot orientation suitable for Unreal Engine import.</p>



<h3 id="geometry-presets-for-performance-tiers" class="wp-block-heading">Geometry presets for performance tiers</h3>



<p class="wp-block-paragraph">CardCutter offers several density presets: Low, Medium, and High, which define the target number of triangles per pixel area. The lower settings generate lightweight meshes for background vegetation, while the higher settings produce Nanite-ready geometry that benefits from Unreal’s automatic cluster streaming.</p>



<p class="wp-block-paragraph">The generated meshes are particularly intended for organic and irregular silhouettes like leaves, vines, ivy, ferns, but the developer also notes suitable use cases in flat debris, stickers, posters, and paper scraps, where alpha planes normally create overdraw problems.</p>



<p class="wp-block-paragraph">In Nanite rendering, alpha cutouts are computationally expensive since masked fragments are still rasterised. By converting them into actual geometry, CardCutter removes the transparency pass entirely, allowing the GPU to perform visibility culling at the triangle level. This is beneficial for scenes with dense foliage or decal overlays.</p>



<h3 id="export-workflow-and-integration" class="wp-block-heading">Export workflow and integration</h3>



<p class="wp-block-paragraph">Meshes generated by CardCutter can be exported directly from Blender using <a href="https://digitalproduction.com/tag/unreal/" title="Unreal">Unreal</a>’s standard FBX pipeline. The add-on does not alter material data; instead, it preserves UV maps for external shading setups. Unreal users can apply the same texture as an opacity mask or base colour without modification.</p>



<p class="wp-block-paragraph">CardCutter also supports consistent vertex orientation to avoid flipped normals during export. According to the developer, all geometry is manifold and suitable for Nanite import without further cleanup, though it may require triangulation if the user modifies topology post-generation.</p>



<h3 id="pricing-and-licensing" class="wp-block-heading">Pricing and licensing</h3>



<p class="wp-block-paragraph">CardCutter is distributed via <a>Gumroad</a>. The Individual/Freelance licence costs €12 and includes full functionality, updates, and one user seat. The Studio/Enterprise licence, priced at €50, allows unlimited installations within one facility and provides priority support for pipeline integration. Both include lifetime updates and are maintained by Philipp Russo under The Triangle Forge label.</p>



<h3 id="technical-limitations-and-notes" class="wp-block-heading">Technical limitations and notes</h3>



<p class="wp-block-paragraph">At the time of publication, CardCutter is compatible exclusively with Blender 4.0 or newer. The add-on does not currently support real-time texture-to-mesh previews or batch automation through the command line. </p>



<p class="wp-block-paragraph">Users should test export consistency when integrating the tool into complex Unreal foliage systems that depend on hierarchical instancing or runtime material overrides. The add-on outputs static geometry only, without procedural modifiers or animation rigs.</p><p>The post <a href="https://digitalproduction.com/2026/01/16/cardcutter-turns-texture-into-nanite-meshes/">CardCutter turns texture into Nanite meshes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A collection of green leaves arranged on a dark background, alongside their geometric wireframe representations. The leaves vary in shape and size, showcasing detailed textures and vibrant colors.]]></media:description>
</media:content>
<media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/cardcutterbanner.webp?fit=1200%2C675&#038;quality=72&#038;ssl=1" width="1200" height="675" />
<post-id xmlns="com-wordpress:feed-additions:1">246234</post-id>	</item>
		<item>
		<title>Delta Quad: The Add-On That Tames N-Gons in Blender</title>
		<link>https://digitalproduction.com/2025/01/27/delta-quad-the-add-on-that-tames-n-gons-in-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 27 Jan 2025 15:10:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[add-on]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Delta Quad]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[N-gon]]></category>
		<category><![CDATA[N-gon conversion]]></category>
		<category><![CDATA[polygonal modeling]]></category>
		<category><![CDATA[quad faces]]></category>
		<category><![CDATA[quad modeling]]></category>
		<category><![CDATA[quads]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[Topology]]></category>
		<category><![CDATA[topology tool]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=158511</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Zwischenablagebild-5.jpg?fit=1200%2C897&quality=80&ssl=1" width="1200" height="897" title="" alt="" /></div><div><p>Delta Quad, a Blender add-on, turns N-gons into clean quads with ease, optimizing 3D modeling workflows for professionals.</p>
<p>The post <a href="https://digitalproduction.com/2025/01/27/delta-quad-the-add-on-that-tames-n-gons-in-blender/">Delta Quad: The Add-On That Tames N-Gons in Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/01/Zwischenablagebild-5.jpg?fit=1200%2C897&quality=80&ssl=1" width="1200" height="897" title="" alt="" /></div><div><p class="wp-block-paragraph"></p>
<span hidden class="__iawmlf-post-loop-links" data-iawmlf-links="[{&quot;id&quot;:2219,&quot;href&quot;:&quot;https:\/\/kushiro.gumroad.com\/l\/delta-quad&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20250125155142\/https:\/\/kushiro.gumroad.com\/l\/delta-quad&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-28 00:07:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 10:38:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-05 14:14:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-12 10:48:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 11:01:47&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 09:31:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-06 00:37:00&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-09 12:30:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-15 05:21:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-25 12:14:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-08 07:07:34&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-13 10:34:30&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-20 23:04:35&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 01:22:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-02 08:41:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-07 13:19:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-10 15:36:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 07:51:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-24 15:55:26&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-29 15:24:51&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-08 15:56:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-05-13 14:13:31&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-05-13 14:13:31&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]"></span>


<hr class="wp-block-separator has-alpha-channel-opacity"/>



<p class="wp-block-paragraph"><strong><a href="https://kushiro.gumroad.com/l/delta-quad">Delta Quad</a></strong> is here to save you from messy topology headaches. This Blender add-on is designed to convert N-gons—those pesky multi-sided faces—into clean, quad-based topology with just a few clicks. Available for purchase on <a href="https://kushiro.gumroad.com/l/delta-quad">Gumroad</a>, Delta Quad offers a streamlined solution for Blender users looking to tidy up their meshes and optimize their workflow.</p>



<figure class="wp-block-image"><img  decoding="async"  src="https://public-files.gumroad.com/pvd37tauptdzxh54dshqgfj81eg2"  alt="https://public-files.gumroad.com/pvd37tauptdzxh54dshqgfj81eg2" ></figure>



<p class="wp-block-paragraph"><strong>What Does Delta Quad Do?</strong></p>



<p class="wp-block-paragraph">Delta Quad focuses on a specific problem in 3D modeling: N-gons can create issues in workflows requiring clean topology, like sculpting, rigging, and texturing. This add-on automates the conversion process, replacing N-gons with neatly tessellated quads while maintaining the original geometry’s overall structure. The result? Clean topology that works seamlessly across different stages of your 3D production pipeline.</p>



<p class="wp-block-paragraph"><strong>Key Features</strong>:</p>



<ul class="wp-block-list">
<li><strong>Automated N-Gon to Quad Conversion</strong>: Delta Quad analyzes your mesh and transforms N-gons into quad faces, making your topology clean and animation-ready.</li>



<li><strong>Preserves Geometry</strong>: The add-on ensures that the mesh structure remains intact during conversion, so your designs stay true to your original vision.</li>



<li><strong>Simple UI</strong>: With a minimalist interface, Delta Quad integrates seamlessly into Blender, allowing artists to work without interruption.</li>
</ul>



<figure class="wp-block-image"><img  decoding="async"  src="https://public-files.gumroad.com/o0biuj7ouc1us8zhlh4ocapcv1qv"  alt="https://public-files.gumroad.com/o0biuj7ouc1us8zhlh4ocapcv1qv" ></figure>



<p class="wp-block-paragraph"><strong>Pricing and Availability</strong></p>



<p class="wp-block-paragraph">Delta Quad is available for purchase on <a href="https://kushiro.gumroad.com/l/delta-quad">Gumroad</a> for $10+ Dollars -you can support the creator if you want to.. At this price, it’s a no-brainer for Blender professionals and enthusiasts alike.</p>



<p class="wp-block-paragraph"><strong>A Word of Caution</strong></p>



<p class="wp-block-paragraph">As with any new tool, it’s recommended to test Delta Quad on non-critical projects before integrating it into your primary production pipeline.</p><p>The post <a href="https://digitalproduction.com/2025/01/27/delta-quad-the-add-on-that-tames-n-gons-in-blender/">Delta Quad: The Add-On That Tames N-Gons in Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/belabeier/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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